Dark Souls 2: From Software explains how it made the game slightly more accessible

Monday, 3rd March 2014 14:56 GMT By Sherif Saed

One of the biggest criticisms against the Dark Souls series is its low accessibility and high skill ceiling. Producer Takeshi Miyazoe explains how the developer is changing this a bit for the sequel and much more in an interview.


Speaking to Totalxbox, Miyazoe commented about the work they did to streamline some mechanics saying, “It’s a lot of things that happen behind the scenes, like the motion capture.

“In the previous game, the player motions were hand-animated, whereas this time they’re motion-captured by stunt artists,” he added.

The game will also feature better tutorials than its predecessor according to Miyazoe. “In terms of tutorials it will be a little more than in Dark Souls I, but we’re not going to explain all the tools you’ll have. We want players to be creative,” he said.

Though the mechanics did receive a touch of improvement, the story will retain its openness and rely heavily on each player’s playthrough of the game.
“The ‘true story’ isn’t as important to us as the story each player creates based on his or her own roleplay. We want you to explore or get items and read the descriptions to find out more, so that you are able to fill in the gaps as you explore.

“We feel that having enough space for people to be creative is as approachable as you can get,” he added. Citing wind as a subtle indication of story events, “You can feel the wind in certain areas of the game, and the wind itself is going to be a hint, if you see a breeze coming in and you see the grass moving, I hope players will catch on that there must be something coming from that side,” he explained.



  1. TheWulf

    It bothers me sometimes how the inclusion of ‘accessibility’ has become a bad word, the equivalent of dumbing down. This is a shame, because when disabled people ask for accessibility options, you’ll often get shouted down by gamers before they bother to read that you mean colourblind modes, bigger fonts, or customisable controls.

    I’ve had that happen to me. The industry uses this word in regards to ‘accessible to all types of players’ rather than just disabled, so it’s not Sherif’s fault, or the fault of the Dark Souls developers. But I do wish we had other words for this, I always feel excited when I see that something will have accessibility features, but then I have to stop and ask myself ‘which kind?’

    Even a fullscreen borderless windowed mode is a big deal for me, though. If something has only fullscreen, I can’t use windows magnifier, which I rely on to play games, and if something has only a normal windowed mode, it can be fiddly. Thankfully options like that are becoming more common, but some games still lack them, even some I love. (I’m looking at you, LEGO games.)

    So, sorry about the segue, but it’s a bit of a shame that we don’t have separate words for these things. I agree that ‘dumbed down’ isn’t an option either, that’s ridiculous. And it often implies things that may not be present, at all. But I wish the ‘instead word’ wasn’t accessibility.

    Just random food for thought.

    #1 10 months ago
  2. MFBB

    I would love a bigger fonts options, since HD its quite annoying that so many games have super small fonts for screen texts/subtitles/hud things.

    I often use a 7,5m long HDMI cable (only 8 Euro) to connect my PC to the big TV on the wall.

    While it looks really great with the high resolution and the big screen, the fonts are often to small for TVs.

    #2 10 months ago

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